I’m trying once more using Rider and VSCode (both on Mac) again to stop at breakpoints in DOTs code and neither is working in an Entities.ForEach WithoutBurst that is Run on the main thread. I have enabled debug code.
Is Entities.ForEach expected to be debuggable with breakpoints and stepping through?
In addition - Rider doesn’t support burst debugging, as it has only managed debugger and you can only use the native debugger for burst compiled code (In VS for example)
Ah thanks, I didn’t realise that ‘JobsDebugger’ needed to be enabled, although in hindsight the name makes it sound kind of obvious. I thought it was purely for NativeContainer checks and things.
This is brilliant I can break into Entities code now. Thanks!
Asking because unity has recently started freezing on me when it encounters breakpoints, but rider never seems to get the notification… So I have to restart unity whenever it happens. Only seems to happen for dots-related code.
Months back I was using vscode debugger periodically so I must have had the JobsDebugger option enabled back then and forgot since. However, back when I used to use it, it was basically 50/50 if Unity would freeze/crash and I would have to force quit, which lead to me relying on Debug.Log for all purposes. This was just with DOTs code, going on memory.
I haven’t debugged extensively yet and it jumps around a bit in ForEach.Run.WithoutBurst jobs but it’s still very useful to be able to use it again and it hasn’t crashed Unity yet. I’m on 2020.2 beta now so maybe it’s the new version of Unity which is more reliable? I don’t know for sure.
I experiment with DOTs for fun as a hobby but at my company we have stayed with 2019.2, which is the last version with fast launch times from script changes. We only use monobehaviour there for now too and enjoy a very reliable debugger and editor in comparison, as you might expect since it’s not preview like DOTs.